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        <title><![CDATA[Ming-Wei LEE : Activity]]></title>
        <description><![CDATA[Activity for Ming-Wei LEE, hosted on Holyrood Park.]]></description>
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        <item>
            <title><![CDATA[Game design – purposes and features]]></title>
            <link>http://holyroodpark.net/cuteduck0528/weblog/8011.html</link>
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            <pubDate>Sat, 31 Mar 2012 20:08:49 GMT</pubDate>
            <description><![CDATA[  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><strong><span style="font-family: 'Times New Roman','serif'">What game can do for us? </span></strong><span style="font-family: 'Times New Roman','serif'">A game can be designed with an educational purpose to not only guide the people to learn and to explore the world but also smooth the interpersonal relationships between different social groups. Brandes and Phillips(1977 p.5) indicate that &ldquo;They can help social inadequacy by developing co-operation with groups; develop sensitivity to the problems of others through games needing trust, and promote inter-dependency as well as an independence of personal identity&rdquo;.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">In order to allow outcomes to be attainable, the types of games can be discussed first. Ellington, Addinall and Percival (1982) try to <strong>identify the game</strong> in three categories:</span></p>  <p style="margin:0cm 0cm 0pt 18pt; text-indent: -18pt"  class="MsoListParagraph"><span style="font-family: 'Times New Roman','serif'"><span>1.<span style="7pt/normal 'Times New Roman'; font-size-adjust: none; font-stretch: normal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><span style="font-family: 'Times New Roman','serif'">Pure games: The features are &rsquo;competition and rules&rsquo;.</span></p>  <p style="margin:0cm 0cm 0pt 18pt; text-indent: -18pt"  class="MsoListParagraph"><span style="font-family: 'Times New Roman','serif'"><span>2.<span style="7pt/normal 'Times New Roman'; font-size-adjust: none; font-stretch: normal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><span style="font-family: 'Times New Roman','serif'">Pure simulation: The features are &lsquo;represent a real situation and are on-going&rsquo;.</span></p>  <p style="margin:0cm 0cm 0pt 18pt; text-indent: -18pt"  class="MsoListParagraph"><span style="font-family: 'Times New Roman','serif'"><span>3.<span style="7pt/normal 'Times New Roman'; font-size-adjust: none; font-stretch: normal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><span style="font-family: 'Times New Roman','serif'">Pure case studies: The features are &lsquo;in depth study&rsquo; and &lsquo;illustration of special or general characteristics&rsquo;.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">They also believe that these can be combined in a mutual way. For example, &lsquo;simulation games used as case studies&rsquo;, which can be seen in some educational environment or teaching events.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">However, it is relatively difficult to identify &lsquo;game&rsquo;. Same as the question that I keep in mind, will it still be considered as a &lsquo;game&rsquo; without having the component of competition? Of course it is. For example, the online role play scenario will provide the players the environment to explore, however, not necessary to complete with others or even themselves.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">How can it be considered as a <strong>well-designed educational game</strong>?</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Whitton (2010 p.79) indicates six components to engage the players in the game:</span></p>  <p style="margin:0cm 0cm 0pt 18pt; text-indent: -18pt"  class="MsoListParagraph"><span style="font-family: 'Times New Roman','serif'"><span>1.<span style="7pt/normal 'Times New Roman'; font-size-adjust: none; font-stretch: normal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><u><span style="font-family: 'Times New Roman','serif'">Completion - completing the game and collecting the set of game challenges.</span></u></p>  <p style="margin:0cm 0cm 0pt 18pt; text-indent: -18pt"  class="MsoListParagraph"><span style="font-family: 'Times New Roman','serif'"><span>2.<span style="7pt/normal 'Times New Roman'; font-size-adjust: none; font-stretch: normal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><span style="font-family: 'Times New Roman','serif'">Competition - competing against others to solve challenges first or fastest.</span></p>  <p style="margin:0cm 0cm 0pt 18pt; text-indent: -18pt"  class="MsoListParagraph"><span style="font-family: 'Times New Roman','serif'"><span>3.<span style="7pt/normal 'Times New Roman'; font-size-adjust: none; font-stretch: normal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><u><span style="font-family: 'Times New Roman','serif'">Narrative - immersion in the ongoing story.</span></u></p>  <p style="margin:0cm 0cm 0pt 18pt; text-indent: -18pt"  class="MsoListParagraph"><span style="font-family: 'Times New Roman','serif'"><span>4.<span style="7pt/normal 'Times New Roman'; font-size-adjust: none; font-stretch: normal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><span style="font-family: 'Times New Roman','serif'">Puzzle-solving - solving the ongoing riddles and challenges.</span></p>  <p style="margin:0cm 0cm 0pt 18pt; text-indent: -18pt"  class="MsoListParagraph"><span style="font-family: 'Times New Roman','serif'"><span>5.<span style="7pt/normal 'Times New Roman'; font-size-adjust: none; font-stretch: normal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><span style="font-family: 'Times New Roman','serif'">Community - the discussion boards and live collaborative events.</span></p>  <p style="margin:0cm 0cm 0pt 18pt; text-indent: -18pt"  class="MsoListParagraph"><span style="font-family: 'Times New Roman','serif'"><span>6.<span style="7pt/normal 'Times New Roman'; font-size-adjust: none; font-stretch: normal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><span style="font-family: 'Times New Roman','serif'">Creativity - creative problem-solving or the development of artefacts.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">For example, the &lsquo;narrative&rsquo; and &lsquo;completion&rsquo; can be usually seen in the online role play scenario through the conversation between the player and the computer. It is also quite common in commercial computer games.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Reference:</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span>Brandes, D. and Phillips, H. (1977) <em>Gamesters' handbook. 140 games for teachers and group leaders, </em>London : Hutchinson.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Ellington, H., Addinall, E. and Percival, F. (1982) <em>A Handbook Of Game Design</em>, London : Kagan Page</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Whitton, N. (2010) Encouraging Engagement in Game-Based Learning, <em>International Journal of Game-Based Learning</em>, 1(1), pp.75-84.</span></p>  ]]></description>
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            <title><![CDATA[Engagement & Immersion in the game environment]]></title>
            <link>http://holyroodpark.net/cuteduck0528/weblog/7950.html</link>
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            <pubDate>Sat, 24 Mar 2012 20:48:00 GMT</pubDate>
            <description><![CDATA[<p> <span style="font-family: 'Times New Roman','serif'">I came across the concept &lsquo;<strong>engagement</strong>&rsquo; in one of my courses last semester. </span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">It is said by Saks (2006) that employees who are engaged exhibit attentiveness and mental absorption in their work. Wagner and Harter (2006) also indicate the engagement allow employees to display a deep, emotional connection toward their workplace.</span></p><p>  <span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Although it is related to the organizational performance, it does not directly link to the learning or motivation. While I am considering why immersion can lead people to learn, I think one of the possible reasons is because they <strong>are engaged in the game</strong> <strong>environment</strong>, and then they learn naturally with enjoyment.</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">So, engagement is a key. Why not learn through &lsquo;games&rsquo;?</span></p><p> </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">After reading part of Gee&rsquo;s work (2007), I think one of his arguments is as following. The reason why people generally believe that &lsquo;playing video games is a waste of time&rsquo; is because video games belong to one of the semiotic domains, and they are not expected as the academic domains by some parents. As a result, they are not considered as valuable objectives in this society.</span></p><p> </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">It seems to be reasonable, however, can people really learn through &lsquo;immersion&rsquo;?</span></p><p><span style="font-family: 'Times New Roman','serif'"></span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Murray (1998 p.99) mentions about the enjoyment of immersion &ldquo;In a participatory medium, immersion implies learning to swim, to do the things that the new environment makes possible.&rdquo; In the MMOGs environment, we do learn how to navigate our avatar in a brand new environment. <strong>By immersing ourselves</strong> into the virtual world, we do <strong>actively learn</strong> how to communicate, interact with people, and gain sense of safety and respect from others.</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Look closer to the <strong>narrative</strong> component of the MMOGs or games. </span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Murray (1998 p.100) argues that stories arouse the deepest fears and desires from ourselves. We feel satisfied when we project ourselves into a wonderland where the dreams are safe and sound. I believe it is why we are more willing to devote our times into game environment instead of listening to a lecture or attending a seminar. We feel being protected and being cared in the environment, and then we are engaged. Afterwards, taken for granted, we learn better.</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&ldquo;The great advantage of participatory environments in creating immersion is their capacity to elicit behavior that endows the imaginary objects with life&rdquo;. (Murray, 1998 p.112) </span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">I think that is where the simulation games can take advantage from it. </span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">However, the key is <strong>how the learning can be transferred</strong> into the real-life content.</span></p><p></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Well, to be honest, I don&rsquo;t know, but I think I have learnt a trick. We need to escape from the real-world to stimulate our potential (a new &lsquo;me&rsquo;) to learn, but we still need to realize it new &lsquo;me&rsquo; is not real, and we should remind ourselves of knowing the way back by seeing Harold&rsquo;s moon. (Murray, 1998 p.103)</span></p><p> </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><strong><span style="font-family: 'Times New Roman','serif'">References:</span></strong></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Murray H. J, (1998) &quot;Immersion&quot; In Murray H. J, <em>Hamlet on the Holodeck</em>, pp.97-125, Cambridge, Mass: MIT Press</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Gee, J.P. (2007) <em>What video games have to teach us about learning and literacy </em>Palgrave Macmillan.</span></p>]]></description>
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            <title><![CDATA[MMOGs v.s. Learning]]></title>
            <link>http://holyroodpark.net/cuteduck0528/weblog/7904.html</link>
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            <pubDate>Mon, 19 Mar 2012 21:59:46 GMT</pubDate>
		<dc:subject><![CDATA[36 learning principals]]></dc:subject>
		<dc:subject><![CDATA[MMOG]]></dc:subject>
            <description><![CDATA[  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">I am here trying to explain in my own words how people exactly &lsquo;learn&rsquo; from participating in the MMOG (Massively Multiplayer Online Games) environment after reading the </span><span style="font-family: 'Times New Roman','serif'">research paper of Steinkuehler in 2004. </span><span style="font-family: 'Times New Roman','serif'"></span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">The first reflection I would like to make is from the no.1 learning principle of Gee (2004), &lsquo;Active, Critical Learning Principle&rsquo;. Players</span><span style="font-family: 'Times New Roman','serif'"> </span><span style="font-family: 'Times New Roman','serif'">&ldquo;have to play to learn,&uml; (Turkle, 1995, p. 70) Once the players choose to enter the virtual world, there is no longer obligation to force the players to learn. However, I still believe that a certain degree of engagement is still required for this informal learning in order to keep immerse in the virtual world. It is relative easy to access the MMOG world, and it is much easier for the players to quit playing it.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">The second reflection from me is learning social practice through others. The players have to play and learn from <span>others</span> if they want &ldquo;to develop genuine expertise.&rdquo;(Steinkuehler, 2004, p.527) Taking myself as example, I have been used to be a solo online player even in an online environment of MMOG. I can still discover the virtual world quite well. Admittedly, I can learn faster through being coached by senior players. It brings </span><span style="font-family: 'Times New Roman','serif'">the no.16 learning principle of Gee (2004) to me, &lsquo;Mltiple Rotes Principle Depending on the learning styles the players have, they can choose alternative styles to make progress in the game.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Apart from that, I still believe that the interpersonal relationship building is a significant issue in MMOG environment. Turkle (1995) also mentions that the excitement of the game comes from having personal relationship and being part emerging politics and activities in community. Moreover, according to </span><span style="font-family: 'Times New Roman','serif'">the no.22 learning principle of Gee (2004), &lsquo;Intuitive Knowledge Principle&rsquo;, some intuitive or tacit knowledge is often shared in an affinity group, which means you can easily learn from experienced players. </span><span style="font-family: 'Times New Roman','serif'">Take the apprenticeship in the &lsquo;LINEAGE&rsquo; as an example in MMOGs, Steinkuehler (2004) indicates that by modeling successful performance, key material, social, and contextual aspects that are crucial for learning are identified, and opportunity for practice and immediate feedback are allowed. </span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">In this case, not only the social practice is constructed and learned from the players and their tutors but also </span><span style="font-family: 'Times New Roman','serif'">the no.27 learning principle of Gee (2004) is brought out, &lsquo;Explicit information On-Demand and Just-in-Time Principle&rsquo;, the leaning can be applied and the feedback can be received both immediately. I believe that this principal makes enormous contribution to learning when applying learning and teaching to CBL(Computer-Based Learning) or CAL(Computer-Assisted Learning) environment.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'"><strong>References:</strong></span></p><strong>  </strong><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Gee, J (2004) <em>What Video Games Have To Teach Us About Learning And Literacy</em>, New York ; Basingstoke : Palgrave Macmillan</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Steinkuehler, C. A. (2004) Learning in massively multiplayer online games, In Y. B. Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon, &amp; F. Herrera (Eds.), <em>Proceedings of the Sixth International Conference of the Learning Sciences </em>(pp. 521-528) Mahwah, NJ: Erlbaum.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Turkle, S. (1995) <em>Life on the screen: Identity in the age of the Internet,</em> New York: Touchstone.</span></p>  ]]></description>
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            <title><![CDATA[36 learning principals and their examples in ‘World of Warcraft’]]></title>
            <link>http://holyroodpark.net/cuteduck0528/weblog/7851.html</link>
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            <pubDate>Wed, 14 Mar 2012 18:23:04 GMT</pubDate>
		<dc:subject><![CDATA[36 learning principals]]></dc:subject>
		<dc:subject><![CDATA[World of Warcraft]]></dc:subject>
            <description><![CDATA[  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">1) Active, Critical Learning Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">It is quite obvious to note that the players are required to participate in gaming actively and take actions all the time.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">2) Design Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">? </span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">3) Semiotic Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">In the game, chatting with friends by typing is different from waving your hands to them. Even the gifts (weapon or helmet) can be given as a symbol of friendship.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">4) Semiotic Domains Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">I think this one is related to the previous principle, where the players learn how their team image can be symbolized by the flag or items.</span><span style="font-family: 'Times New Roman','serif'"></span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">5) Meta-level thinking about Semiotic Domain Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Based on the previous two principles, players can not only appreciate or master in different groups of semiotic domains but also distinguish between them.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">6) &quot;Psychosocial Moratorium&quot; Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Players are more willing to take risks in the game. For example, try to kill a forest bear. (But I personally prefer to do something I will never do in real life, such as, kill an innocent rabbit.)</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">7) Committed Learning Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Most of the engaged players can&rsquo;t get rid of playing, and consider their virtual identities as the extension of real-world ones. (I think it is where the immersion coours)</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">8) Identity Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Real-world identities link to virtual identities by projective identities where we can see the virtual ones are manipulated individually. (Try to play the games in different gender.)</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">9) Self-Knowledge Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">This one is really interesting. Players are allowed to get to know themselves more in-depth. Taking myself as an example, I don&rsquo;t like to fight for a team task in order to reach the huge prize or take challenges. I prefer to enjoy the scenery by myself.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">10) Amplification of Input Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">?</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">11) Achievement Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">As it is shown in the game, the achievement records, there are the list of skills which the players have already learnt and the list of tasks which have already been completed.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">12) Practice Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">There are so many quests in this game, can be divided into individual and team. Try and error, players learn to master everything in the virtual world.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">13). Ongoing Learning Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">It seems that learning continues even when the goal is achieved. So, there are always new things to learn and to get familiar with in the game.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">14) &quot;Regime of Competence&quot; Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">The quests are challenging but still attainable. I think it is because of the community of this game, where you can always find someone has already achieve this goal.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">15) Probing Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">It seems to be similar to the experiential learning cycle. The learning happens when the player implement their hypothesis and receive results.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">16) Multiple Routes Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Being a different race, or a different occupation, players are always able to choose alternative ways to play the game.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">17) Situated Meaning Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">18) Text Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">19) Intertextual Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">?</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">20) Multimodal Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">This one is obvious. In multimedia environment, it is not essential to &ldquo;talk&rdquo; to others, there are so many alternative ways for the players to receive message or knowledge.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">21) &quot;Material Intelligence&quot; Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">I am not sure; maybe, the players can learn to appreciate the items of the game. Therefore, they comprehend how to utilize the resources to achieve the goal.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">22) Intuitive Knowledge Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Maybe, player can learn to distinguish the places where high possibility to complete the quest / find the desired items is more guaranteed.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">23) Subset Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">?</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">24) Incremental Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">The patterns players learn in early stage can be still taken into account when they move to advance levels. (EX: the geography information of the virtual world)</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">25) Concentrated Sample Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Players learn how to swim and how to talk with a character in very first beginning from instruction.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">26) Bottom-up Basic Skills Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Players start to discover the unknown world from the basic skills and then move to the advanced ones.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">27) Explicit Information On-Demand and Just-in-Time Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Players can always find the assistance from the &ldquo;menu&rdquo; or &ldquo;help&rdquo; in the game environment.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">28) Discovery Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">In the game environment, the hints from the game are limited. For example, the location of the key character of the task is provided but some of them are hidden in buildings and may be difficult to locate. Players need to discover and experience the game in their own way.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">29) Transfer Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Players can recognize the hints from the map to carry out the quest, and they learn from the process. By repeating the same process and behavior patterns, players can master in completing the quests.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">30) Cultural Models about the World Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">31) Cultural Models about Learning Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">32) Cultural Models about Semiotic Domains Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Cultural differentiation? To be honest, I didn&rsquo;t perceive this perspective very clearly.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">33) Distributed Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">The knowledge is distributed and shared in the environment, and it can be easily noted through the language the players use and the symbols they agree on.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">34) Dispersed Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">I am kind of disagreeing with this one, if my perception is correct. I think the meaning of this game may be gone, but the rules of this kind of online role-play game can be applied to another similar game. Therefore, new learners will get to know the new environment more easily due to the previous game experience.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">35) Affinity Group Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">I think this one is related to the team building, sharing the goals and being together as a whole.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">36) Insider Principle</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Due to the impacts of immersion, some players can even take part in being a bug tracker for this game. They do know the game environment.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Reference:</span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Gee, J 2004, <em>What Video Games Have To Teach Us About Learning And Literacy</em>, New York ; Basingstoke : Palgrave Macmillan</span></p>  ]]></description>
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            <title><![CDATA[The reasons to use Web-Based Training to benefit learning experience]]></title>
            <link>http://holyroodpark.net/cuteduck0528/weblog/7826.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/cuteduck0528/weblog/7826.html</guid>
            <pubDate>Mon, 12 Mar 2012 15:56:10 GMT</pubDate>
		<dc:subject><![CDATA[simulation]]></dc:subject>
		<dc:subject><![CDATA[Web-Based Training]]></dc:subject>
            <description><![CDATA[<p>  </p><p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">WBT enables learners to explore by themselves. The general approach of how people learn is through the process &lsquo;Tell them, show them, and let them try&rsquo;. Compared with traditional learning, it is easier to access for the learners to &lsquo;try&rsquo; by themselves. Taking simulation training as an example, the learners are able to play multiple roles in simulation. They can experience consequences of alternative behaviors and even the negative behaviors can be included. (Horton, 2000)</span></p><p>  </p><p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'"></span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'"><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>In terms of test and exercise, WBT enables &lsquo;immediate feedback&rsquo; to fit learners&rsquo; expectation. (Horton, 2000) In traditional approach, it takes ages for the learners to wait for their feedback. Even if the feedback is revealed after the test is completed, they will usually receive them as a whole instead of in piecemeal. WBT allows feedback to be demonstrated piece by piece, and keeps learners from missing several related questions because of a single misunderstanding. (Horton, 2000)</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'"></span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'"><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>Moreover, the hints can be provided in order to assist the learners to investigate the learning in depth. Hints can take many forms, such as: background information or instructions on how to perform the next step. (Horton, 2000) The role of giving the hints is quite similar to the role of facilitator in traditional training. However, to guide the learners in more specific way individually is definitely one of the strengths of WBT.</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'"></span></p><p>  </p><p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Finally, WBT enables learners to experience something nearly impossible to occur in real life. In a role-play scenario, Lee and Hoadley (2007) indicate that by acting as a different gender, learners observe more details in sexual incidences and even discriminations. Likewise, if the costs of failure are high, it is relatively suitable to use simulation for learning (Horton, 2000). For example, nuclear plant operators, airplane navigator.</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'"></span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><strong><span style="font-family: 'Times New Roman','serif'">Reference</span></strong></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Horton, W. (2000) <em>Designing Web-Based Training : How To Teach Anyone Anything Anywhere Anytime, </em>New York ; Chichester : Wiley</span></p><p>&nbsp; </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Lee, J.J., and Hoadley, C.M. (2007) Leveraging Identity to Make Learning Fun: Possible Selves and Experiential Learning in Massively Multiplayer Online Games(MMOGS),<em> Innovate, </em>Vol. 3, No. 6, <a href="http://innovateonline.info/?view=article&amp;id=348">http://innovateonline.info/?view=article&amp;id=348</a></span></p><p>  </p>]]></description>
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            <title><![CDATA[Alternate Reality Games – the reasons to play the games]]></title>
            <link>http://holyroodpark.net/cuteduck0528/weblog/7791.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/cuteduck0528/weblog/7791.html</guid>
            <pubDate>Thu, 08 Mar 2012 22:08:29 GMT</pubDate>
		<dc:subject><![CDATA[ARG]]></dc:subject>
		<dc:subject><![CDATA[ARGOSI project]]></dc:subject>
            <description><![CDATA[<p>  </p><p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">To begin with, among the six reasons why the players had engaged with the game (Whitton, 2011), I personally can be easily motivated by &lsquo;completion&rsquo;, &lsquo;narrative&rsquo; and &lsquo;puzzle-solving&rsquo;. I think these educational games are quite interesting and fun compared to the rest of learning methods and approaches, such as: lecture, group discussion&hellip;</span></p><p>&nbsp; </p><p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">However, in the ARGOSI project, there is huge amount of responses indicate the disengagement of the learners. As it is mentioned in the conclusion part, if it is formally assessed and arranged as part of the education content, the percentage of engagement may increase. (Whitton, 2011) What I am thinking here is, by doing so, the learners may engage not because of the game design or the attractive true natural of ARG gams but because it is one of the mandatory elements of their study. So, the form of learning may not matter at all, just like the post-graduate students are all engaging in their dissertation if they need to obtain their master degree.</span></p><p>&nbsp; </p><p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">I also realize that it is not easy to find out why people do not engage instead of engaging. My initial thought to this is quite straightforward. Maybe it is just because that this game is designed as education-oriented, not leisure-oriented. Therefore, students will not easily accept the new policy or new learning materials which purely come from school authority. In my own experience and opinion, they usually consider these interventions as another kind of bothering. Moreover, according to adult learning theory, the learners are likely to resist unless they can choose the learning objects as being relevant to their own needs. (Swanson, 2011) Further, I assume that the low response rate is due to the learners&rsquo; self-diagnose needs do not match with the outcomes which they assume this ARGOSI project will produce.</span></p><p>&nbsp; </p><p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">What if the aim of the ARG game is to assist students to practice job interview skills, will it benefit their engagement? This goal is so practical and in my opinion, it can attract students to a certain extent. To be honest, I would like to design a game with this topic, and maybe I can do some research accordingly to investigate further.</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'"></span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Referenes:</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Knowles, M., Holton, E., &amp; Swanson, R. (2011) <em>The Adult Learner : The Definitive Classic In Adult Education And Human Resource Development</em>, Amsterdam ; Boston : Elsevier.</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Whitton, N. (2010) Encouraging Engagement in Game-Based Learning. <em>International Journal of Game-Based Learning</em>, 1(1), pp.75&ndash;84.</span></p>]]></description>
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            <title><![CDATA[Narrative and game design in the environment of Labyrinth]]></title>
            <link>http://holyroodpark.net/cuteduck0528/weblog/7654.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/cuteduck0528/weblog/7654.html</guid>
            <pubDate>Mon, 27 Feb 2012 21:40:09 GMT</pubDate>
		<dc:subject><![CDATA[game design]]></dc:subject>
		<dc:subject><![CDATA[narrative]]></dc:subject>
		<dc:subject><![CDATA[Labyrinth]]></dc:subject>
            <description><![CDATA[  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&lsquo;The importance of narrative in game-based learning is that it provides a cognitive framework for problem-solving&rsquo;. (Dickey, 2000 p.131) To be precise, the narrative design provides the learners some hints about the scenario behind and actively involved them in the game environment. </span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Therefore, regarding the digital games, there are two ways of approaches to the narrative game design, and they can be listed as below.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">1. Quest: Hero&rsquo;s journey, storyline with task to be completed by a character, and followed by a starting point and an ending point.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">2. Plot hooks: The storyline is conducted by revealing unanswered questions and uncertainties. It allows players to choose actions to activate responses from the scenes. </span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">As it can be seen that the platform of Labyrinth allows people to investigate the learning process and unique learning path by clicking one of the options provided, I think it can be considered as a method to create through the Plot hook approach or similarly.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Furthermore, if the designer intent to involve a &lsquo;Quest&rsquo; approach to a course on the environment of Labyrinth, it is also possible to adopt both ways (quest and plot hooks) to the game design.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Reference:</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Dickey, M., 2000. <em>Murder on Grimm Isle: The design of a Game-based Learning Environment</em>. In: Freitas, S., &amp; Maharg, P. eds., 2010, <em>Digital Games And Learning</em>, London : Continuum. Ch.6.</span></p>  ]]></description>
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            <title><![CDATA[‘Performance Appraisal Training’ by ‘Role-Play’ via ‘Second Life’]]></title>
            <link>http://holyroodpark.net/cuteduck0528/weblog/7498.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/cuteduck0528/weblog/7498.html</guid>
            <pubDate>Thu, 16 Feb 2012 23:08:34 GMT</pubDate>
		<dc:subject><![CDATA[Performance Appraisal]]></dc:subject>
		<dc:subject><![CDATA[Training]]></dc:subject>
		<dc:subject><![CDATA[Second Life]]></dc:subject>
		<dc:subject><![CDATA[Role-Play]]></dc:subject>
            <description><![CDATA[<p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">There are some ideas I would like to reflect as below:</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">&nbsp;</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">1. Culture factors may matter</span></p><p>  </p><p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">As it is mentioned in the article provided, due to the fact that the participants are international students, it may be relatively difficult for second language users to have real-time meetings purely online. Take myself as an example, I need to spend more time to read the discussion and then try to response some of them, I can&rsquo;t image that if I can type all the real-time conversation in text and try to be as fast as while I am speaking to them. <u>Can the language be a benefit instead of being a barrier? Will the technology help?</u></span></p><p>  </p><p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">Not only are these, but also the factors of cultural issue involved. As it can be seen clearly, privacy is a main issue in Western counties. However, it is relatively weak when comparing with the Eastern world. In my country, most of companies declare strict regulation regarding prohibit employees to discuss the details of individual compensation and reward with others. In contrast, it is always an open &lsquo;secret&rsquo; for all of the individuals and departments. You will always know your current &lsquo;ranking&rsquo; among the whole group. <u>Can this platform apply to all the culture?</u></span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">&nbsp;</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">2. Advantages</span></p><p>  </p><p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">I believe that <u>creativity may not be limited in the virtual world</u>. By providing more possibility, it is easier to be &lsquo;different&rsquo; in a virtual world. Due to the fact that &lsquo;In virtual world, anything is possible&rsquo;, you can even fly if you want. Why not try to having a conversation while walking along the beach?</span></p><p>  </p><p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">Although it is emotionally inappropriate to chat through text only, not noticing any facial expression and emotional information is not provided, the delays of texts allow participants to monitor and self-censor their own thoughts. In real life, it can be easily out of control due to the immediate emotional reaction. However, in the Second Life environment, in order to chat through text, participants can confirm their own words before submitting to others.</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">&nbsp;</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">3. Anonymity</span></p><p>  </p><p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">Can we keep it fully anonymous? Even if providing voice communication, which is extremely convenient and more &lsquo;real&rsquo; to the real world, the function itself limits the level of anonymity. <u>Can we not only design our own avatar but also design our voice? Or, can &lsquo;picking up your own voice&rsquo; be a pack of modules?</u></span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">&nbsp;</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">4. Identity</span></p><p>  </p><p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">How you want your avatar (projected identity) to be? Why? Does it project something from yourself?</span></p><p>  </p><p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">In business content, I think this point doesn&rsquo;t really matter while carrying out a real &lsquo;performance appraisal&rsquo;. However, <u>it can be well-managed when designing a training programme in order to fulfill some conditions in a training design.</u> I fully agree that something which is difficult or impossible to be achieved may be easily access through virtual world, such as: inappropriate clothing and gender swaps.</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">&nbsp;</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">Reference:</span></p><p>  </p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'; font-size: 13pt">Morse, S. Littleton, F., Macleod, H. and Ewins, R. (2009) <em>The Theatre of Performance Appraisal: potential for role play training in Second Life</em>, in Higher Education in Virtual Worlds: Teaching and Learning in Second Life, (ed) Wankel, C, and Kingsley, J. Emerald Group Publishing Ltd.</span></p><p>  </p>]]></description>
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            <title><![CDATA[SIMS 3 Ambitions – mobile app version]]></title>
            <link>http://holyroodpark.net/cuteduck0528/weblog/7340.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/cuteduck0528/weblog/7340.html</guid>
            <pubDate>Fri, 03 Feb 2012 11:46:20 GMT</pubDate>
		<dc:subject><![CDATA[sims]]></dc:subject>
            <description><![CDATA[  <p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">  </span></p><p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">I want to say that I spent lots of time in this game. Due to the fact that I was a big fan of SIMS computer-based version, I want to discover more about the difference between game devices which contains diversity. </span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><strong><span style="font-family: 'Times New Roman','serif'">The similarity:</span></strong></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">- There are five main occupations you can choose from, and I have completed all of them to the highest degree.(Chef, teacher, sport man, fire man, artist)</span></p><p style="margin:0cm 0cm 0pt 18pt; text-indent: -18pt"  class="MsoListParagraph"><span style="font-family: 'Times New Roman','serif'"><a href="http://holyroodpark.net/cuteduck0528/files/-1/1977/photo.PNG" ><img src="http://holyroodpark.net/_icon/file/1977" alt="" /></a><a href="http://holyroodpark.net/cuteduck0528/files/-1/1978/photo2.PNG" ><img src="http://holyroodpark.net/_icon/file/1978" alt="" /></a><a href="http://holyroodpark.net/cuteduck0528/files/-1/1979/photo3.PNG" ><img src="http://holyroodpark.net/_icon/file/1979" alt="" /></a><a href="http://holyroodpark.net/cuteduck0528/files/-1/1980/photo4.PNG" ><img src="http://holyroodpark.net/_icon/file/1980" alt="" /></a><a href="http://holyroodpark.net/cuteduck0528/files/-1/1982/photo6.PNG" ><img src="http://holyroodpark.net/_icon/file/1982" alt="" /></a><a href="http://holyroodpark.net/cuteduck0528/files/-1/1981/photo5.PNG" ><img src="http://holyroodpark.net/_icon/file/1981" alt="" /></a></span></p>&nbsp; <p style="margin:0cm 0cm 0pt 18pt; text-indent: -18pt"  class="MsoListParagraph"><span style="font-family: 'Times New Roman','serif'"><span>  </span></span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">- The task of occupation is set up with different levels and the requirements of skills and qualification should be met in order to achieve highest honor.</span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">- You can give birth and build up a family with your partner.</span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">- There are some random tasks and personal desires can be achieved as part of the overall goals</span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><strong><span style="font-family: 'Times New Roman','serif'">The difference:</span></strong></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">- Mobile device provide easier access to the game, no need to turn on the computer and connect to internet</span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">- The game control in the version is quite loose which means the goal can be easily achieved compared with computer-based version. For example, you don&rsquo;t need to maintain the friendship with other citizens, and they will always consider you as friends no matter about if you contact them frequently or not. You can even develop your relationship with every citizen to be your partner. (I try to do so, and it really works!)</span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">- The main player (sim) in this game does not have free will to take actions unless their emergent needs need to be satisfied.(ex: hungry, tired)</span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">- No new game content is added</span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">In other words, there won&rsquo;t be any new citizen for you to discover, only 12 persons are available.</span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p><p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">At very first beginning, I am keen on playing this version due to the loose design of the game. I am thinking I can achieve something I can&rsquo;t do it on the computer version. Well, after all, I must admit that I feel bored soon when I complete every single task. It is very interesting to note that when the difficulty is eliminated, the fun decreased. However, if the goal is not attainable, the fun will no more exist. </span></p>&nbsp; ]]></description>
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            <title><![CDATA[The true nature of play, diverse identity and existence.]]></title>
            <link>http://holyroodpark.net/cuteduck0528/weblog/7316.html</link>
            <guid isPermaLink="true">http://holyroodpark.net/cuteduck0528/weblog/7316.html</guid>
            <pubDate>Wed, 01 Feb 2012 14:05:40 GMT</pubDate>
		<dc:subject><![CDATA[play]]></dc:subject>
            <description><![CDATA[  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; I would like to take some notes about the definition of play in one of our readings, &rsquo;The ambiguity of play&rsquo;. According to Sutton-Smith (1997), play is a paradox, and there are so many forms of play. In very specific and general definition of play, we usually concern &lsquo;contests&rsquo;, such as games or sports, as the one and only form of play. However, regarding the wider definition of play, in my opinion, it refers to any form of activities which aim to &lsquo;HAVE FUN&rsquo;. As a result, even the daydreams can be considered as a private form of play. (This point of view really attracts me a lot, which means we are actually playing all the time.) </span></p><p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'"></span>&nbsp;</p>  <p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Turing back to my personal experience, I have an unforgettable experience of &lsquo;Sky Diving&rsquo; in Lake Taupo (New Zealand) five years ago when I went there for a long-term backpacker travelling. This can be considered as a &lsquo;risky play&rsquo;. The scenario is located in the air. I am the player and the coach must play with me at my back in order to guarantee my safety. The playing equipment is so essential to keep me alive and all I need to do is to jump out of the plane into 12,000 feet of sky. To be honest, when I jumped into the air, I have a true feeling of committing suicide. And I am also convinced that I will never do it again in my entire life. However, I realise that kind of excitement (or maybe less would be better for me) is one of the main factors of any various form of play. </span></p>  <p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt; text-indent: 24pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">By looking deeper to the true natural of play, I think it will benefit us to carry out game design in the following session. For example, not only the competition form of play is involved but also different form of individual or social events should be taken into consideration when designing or reviewing a game design.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><strong><span style="font-family: 'Times New Roman','serif'">Reference</span></strong></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Sutton-Smith B. (1997) <em>The ambiguity of play, </em>Cambridge, Mass., Harvard University Press.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  ]]></description>
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